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Yeah, I actually meant the synchronisation part but probably should've worded it better.
Now that doesn't even sound bad tbh.
IMO co-op that only works on high-bandwidth low-latency links is better than no co-op at all. What I'm trying to say is instead of resorting to magic and cheats, try making super thin clients. Basically receive input, send player/enemy/bullet positions/vectors, repeat. I would guess you can fit something like that in a megabit/s or so but no I didn't do the math :)
Disclaimer: I've never made a proper game in my life, so maybe no idea what I'm talking about.
That's a theoretical possibility, but in practice you absolutely need to have some sort of prediction going on. You can't really have all clients wait for all inputs from all players for a game like this. It'd still stutter when packets get dropped/lost.
But it'd be a lot easier to implement online games if you could do it like that. I think the original DOOM and even the first versions of Quake did this as it works relatively well on dial-up and LAN, but they (id/Carmack) had to do a major rewrite (Quake World) to get it working properly on the internet. Luckily the connections are a lot better nowadays, but they're still nowhere near consistent.
It'd be fun to do a proper online coop game some day. :)
Hear hear! Forget the co-op stuff. More monsters, perks, weapons, and of course more of that killer soundtrack!